diff --git a/src/blitter/32bpp_anim.cpp b/src/blitter/32bpp_anim.cpp --- a/src/blitter/32bpp_anim.cpp +++ b/src/blitter/32bpp_anim.cpp @@ -15,6 +15,172 @@ static FBlitter_32bppAnim iFBlitter_32bppAnim; +template +inline void Blitter_32bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel zoom) +{ + const SpriteData *src = (const SpriteData *)bp->sprite; + + const Colour *src_px = (const Colour *)(src->data + src->offset[zoom][0]); + const uint8 *src_n = (const uint8 *)(src->data + src->offset[zoom][1]); + + for (uint i = bp->skip_top; i != 0; i--) { + src_px = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px); + src_n += *(const uint32 *)src_n; + } + + uint32 *dst = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left; + uint8 *anim = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left; + + const byte *remap = bp->remap; // store so we don't have to access it via bp everytime + + for (int y = 0; y < bp->height; y++) { + uint32 *dst_ln = dst + bp->pitch; + uint8 *anim_ln = anim + this->anim_buf_width; + + const Colour *src_px_ln = (const Colour *)((const byte *)src_px + *(const uint32 *)src_px); + src_px++; + + const uint8 *src_n_ln = src_n + *(uint32 *)src_n; + src_n += 4; + + uint32 *dst_end = dst + bp->skip_left; + + uint n; + + while (dst < dst_end) { + n = *src_n++; + + if (src_px->a == 0) { + dst += n; + src_px ++; + src_n++; + + if (dst > dst_end) anim += dst - dst_end; + } else { + if (dst + n > dst_end) { + uint d = dst_end - dst; + src_px += d; + src_n += d; + + dst = dst_end - bp->skip_left; + dst_end = dst + bp->width; + + n = min(n - d, (uint)bp->width); + goto draw; + } + dst += n; + src_px += n; + src_n += n; + } + } + + dst -= bp->skip_left; + dst_end -= bp->skip_left; + + dst_end += bp->width; + + while (dst < dst_end) { + n = min(*src_n++, (uint)(dst_end - dst)); + + if (src_px->a == 0) { + anim += n; + dst += n; + src_px++; + src_n++; + continue; + } + + draw:; + + switch (mode) { + case BM_COLOUR_REMAP: + if (src_px->a == 255) { + do { + uint m = *src_n; + /* In case the m-channel is zero, do not remap this pixel in any way */ + if (m == 0) { + *dst = *src_px; + *anim = 0; + } else { + uint r = remap[m]; + *anim = r; + if (r != 0) *dst = this->LookupColourInPalette(r); + } + anim++; + dst++; + src_px++; + src_n++; + } while (--n != 0); + } else { + do { + uint m = *src_n; + if (m == 0) { + *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst); + *anim = 0; + } else { + uint r = remap[m]; + *anim = r; + if (r != 0) *dst = ComposeColourPANoCheck(this->LookupColourInPalette(r), src_px->a, *dst); + } + anim++; + dst++; + src_px++; + src_n++; + } while (--n != 0); + } + break; + + case BM_TRANSPARENT: + /* TODO -- We make an assumption here that the remap in fact is transparency, not some color. + * This is never a problem with the code we produce, but newgrfs can make it fail... or at least: + * we produce a result the newgrf maker didn't expect ;) */ + + /* Make the current color a bit more black, so it looks like this image is transparent */ + src_px += n; + src_n += n; + + do { + *dst = MakeTransparent(*dst, 192); + *anim = remap[*anim]; + anim++; + dst++; + } while (--n != 0); + break; + + default: + if (src_px->a == 255) { + do { + /* Compiler assumes pointer aliasing, can't optimise this on its own */ + uint m = *src_n++; + /* Above 217 is palette animation */ + *anim++ = m; + *dst++ = (m >= 217) ? this->LookupColourInPalette(m) : *src_px; + src_px++; + } while (--n != 0); + } else { + do { + uint m = *src_n++; + *anim++ = m; + if (m >= 217) { + *dst = ComposeColourPANoCheck(this->LookupColourInPalette(m), src_px->a, *dst); + } else { + *dst = ComposeColourRGBANoCheck(src_px->r, src_px->g, src_px->b, src_px->a, *dst); + } + dst++; + src_px++; + } while (--n != 0); + } + break; + } + } + + anim = anim_ln; + dst = dst_ln; + src_px = src_px_ln; + src_n = src_n_ln; + } +} + void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom) { if (_screen_disable_anim) { @@ -23,10 +189,6 @@ void Blitter_32bppAnim::Draw(Blitter::Bl return; } - const SpriteLoader::CommonPixel *src, *src_line; - uint32 *dst, *dst_line; - uint8 *anim, *anim_line; - if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) { /* The size of the screen changed; we can assume we can wipe all data from our buffer */ free(this->anim_buf); @@ -35,68 +197,11 @@ void Blitter_32bppAnim::Draw(Blitter::Bl this->anim_buf_height = _screen.height; } - /* Find where to start reading in the source sprite */ - src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom); - dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left; - anim_line = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left; - - for (int y = 0; y < bp->height; y++) { - dst = dst_line; - dst_line += bp->pitch; - - src = src_line; - src_line += bp->sprite_width * ScaleByZoom(1, zoom); - - anim = anim_line; - anim_line += this->anim_buf_width; - - for (int x = 0; x < bp->width; x++) { - if (src->a == 0) { - /* src->r is 'misused' here to indicate how much more pixels are following with an alpha of 0 */ - int skip = UnScaleByZoom(src->r, zoom); - - dst += skip; - anim += skip; - x += skip - 1; - src += ScaleByZoom(1, zoom) * skip; - continue; - } - - switch (mode) { - case BM_COLOUR_REMAP: - /* In case the m-channel is zero, do not remap this pixel in any way */ - if (src->m == 0) { - *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst); - *anim = 0; - } else { - if (bp->remap[src->m] != 0) { - *dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst); - *anim = bp->remap[src->m]; - } - } - break; - - case BM_TRANSPARENT: - /* TODO -- We make an assumption here that the remap in fact is transparency, not some color. - * This is never a problem with the code we produce, but newgrfs can make it fail... or at least: - * we produce a result the newgrf maker didn't expect ;) */ - - /* Make the current color a bit more black, so it looks like this image is transparent */ - *dst = MakeTransparent(*dst, 192); - *anim = bp->remap[*anim]; - break; - - default: - /* Above 217 is palette animation */ - if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst); - else *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst); - *anim = src->m; - break; - } - dst++; - anim++; - src += ScaleByZoom(1, zoom); - } + switch (mode) { + default: NOT_REACHED(); + case BM_NORMAL: Draw (bp, zoom); return; + case BM_COLOUR_REMAP: Draw(bp, zoom); return; + case BM_TRANSPARENT: Draw (bp, zoom); return; } }